Kalis's LogWARNING: Characters with the following ships will be broken by this patch and need remade:

All battleships

All destroyers except the Neutron Star

All cruisers except the Corellian Cruiser

Escort Carrier

CC7700/E Interdictor

Mobquet Medium Transport

Y8 Mining Vessel

ATR-6 (if equipped with quads)

YB300

Suprosa

CR20

AA-9

E-Wing

A-9 Vigilance

NOTE FROM KALIS: You will see in the patch notes below that even more capitals will be modular than before. Refitting a capital is expensive, those with medium weapons especially so. Make sure you have the credits on hand to replace your ship's armament so it does not leave dock undergunned.

Skiprays and K-Wings returned to potential NPC spawn list since they are up to date, this is both in ambient spawns and missions

NOTE: Pirate, Hutt, and CorSec missions have been buggy and if they do not appear may require relogging multiple times to generate. Longest number of times it's taken for me has been four but this may vary.

FIGHTERS

Assault Laser and Ion rate of fire lowered to once per second

Disruptor now performs more like a combat laser/ion hybrid than an overpowered assault laser

Nebulon-B2 rescaled, was 315 meters, is now 300 meters (0.953, yeah I know it's canonically 253.2 meters but our model is the original Neb-B kitbashed so the scale would be off on the parts if it wasn't the same size)

All destroyers are now modular (this does not mean every single weapon is modular)

All destroyer energy systems are rebalanced

All destroyers are available for sale at their faction's shipyards

Carrack rebalanced, minor health nerf, minor speed buff

Carrack can be converted from default (jack of all trades, master of none) to ion support (little turbo punch), anti-starfighter (not as capable as a lancer but still enough to give enemies pause, similarly small turbo punch), or brawler (lasers replaced with turbos, no anti-starfighter capability)

Corellian Destroyer now has engine effects

Corellian Destroyer can now equip up to three missile launchers, including two mag-pulses and an ion-pulse

Heavy Turbolasers are modular and can be bought, don't expect modularity on heavy guns though, this is mainly so when you purchase a Dreadnaught you can change the shot color based on your allegiance.

All cruisers now modular

All cruisers energy systems are rebalanced

All cruisers are available for sale at their faction's shipyards

Dreadnaught sold with two armaments:

The universal Dreadnaught has the original pre-refit armament which includes the 10 heavy lasers and 10 heavy turbos but replaces the 20 medium weapons with dual lights, giving it heavy short range firepower with less energy efficiency

The Imperial Dreadnaught has the post-refit armament, which replaces the 10 heavy lasers with light turbolasers, sacrificing anti-fighter capability, and is armed with 12 medium turbolasers and 8 medium ions, sacrificing rapid firepower for energy efficiency and range. The heavy turbos are the same.

Either version can be refitted to match the other where preferable.

Assault Frigate rebalanced, armament similar to original Dreadnaught with extra anti-fighter and heavy turbo guns, hangar removed given MC80a being a thing soon.

Enforcer's primary battery is now pure mediums, double lights were removed in favor of more medium ions and quad turrets

Vindicator now has minor anti-fighter battery

Immobilizer-418 can replace 6 of the bow anti-fighter lasers with light capital weapons

Corellian Cruiser's ion battery can be replaced with light ions or anti-fighter lasers and its medium turbo battery can be replaced with dual light turbos

All battlecruisers and battleships are available for sale at their faction's shipyards

MC80 Liberty's turret number on its forward arc lowered to 8 heavy ions and 16 heavy turbolasers from 10 heavy ions and 18 heavy turbolasers. This is because it was far outperforming the VSD-II (14 turbos, 5 ions) in terms of DPS on primary arcs. (It will still murder a VSD in a head-on fight, just not as quickly).

Recommended VSD-I cargo loadout: 24 respawns, 120 ACMs

2 ACM launchers added to MC90 to represent heavy proton torp battery

2 Forward turbos on the MC90 replaced with ions

MC90 broadside increased to 4 heavy turbos and 2 heavy ions so it isn't useless when something is not in front of it

Recommended MC90 cargo loadout: 72 respawns, 8 ACMs

ACM removed from ISD-I

ISD-I speed decreased to 50m/s

ISD-II speed increased to 60m/s

TRANSPORTS AND SHUTTLES

Most transports now have a higher energy reserve but longer recharge times, allowing for longer bursts of cruise but making it more difficult to directly escape when under attack

Most transport NPCs are now armed

Box freighter's cost lowered by 250,000

All transport NPCs are now modular, except the Box Freighter which will remain unarmed

All transports now have engine effects

All shuttles and assault shuttles have been rescaled to their canonical size

All transports have been rescaled to their canonical size

BULK FREIGHTERS

Most bulkers now have a higher energy reserve but longer recharge times, allowing for longer bursts of cruise but making it more difficult to directly escape when under attack

Most bulker NPCs are now armed

All bulkers are now modular, except the BFF1 which will remain unarmed